PlaneShift

Gameplay => General Discussion => Topic started by: citizen on April 14, 2008, 04:34:09 pm

Title: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 04:34:09 pm
One of my friends guildhouse was robbed. That made me thinking about the possibility to make it possible for the crafter to place som engravement on the product like"Made for ..." or so if the customer wants. And looking on a char should be able to read this type of thing if that thing is on her/him or is in hands. So Thieves life would be harder.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 14, 2008, 04:45:14 pm
It already says who the crafter was and the crafter of the guild..

Does not help if the thieves keep the weapons for them selfs or give to friends for cheap prices. And they could even lie IC and say they bought it.. I've bought weapons and they say the crafters name-- who's to say Izzy actually bought them or lifted them? ;)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 04:53:19 pm
What do you have against thieves? Its a legitimate lifestyle, also weapons DO have makers names and guild on, so all those weapons ARE marked :D

How did they get robbed anyway? Someone forget to close the door?
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Zan on April 14, 2008, 05:09:16 pm
What do you have against thieves? Its a legitimate lifestyle ...

That made me chuckle :P
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 05:34:56 pm
The original poster's suggestion, if I understand it correctly, is that alongside a marker stating the name of the crafter of the object, there should be an optional additional marker stating the name of the recipient of the object, the idea being that objects could then be traced back to the original owner were they stolen.
Yes this was
Quote
I'm not sure how plausible this is. Don't most crafters sell their goods to merchants, who then sell the goods on to customers? Perhaps merchants could offer an additional marking service for a fee.
Yes, and think about wedding rings, presents with engravements.
Quote
Would it prevent thieving? it may make selling stolen goods more difficult, but it may simply encourage a black market [which might be fun]. I'm certain it wouldn't stop Izzabella.
Of course not. But i would like to see some nasty spell on crafted items, if customer wants it for a fee which could damage or kill thief.



Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 05:40:32 pm
Quote
Of course not. But i would like to see some nasty spell on crafted items, if customer wants it for a fee which could damage or kill thief.
I think you're going a little far there, how would it discern between Thieves and new owners? :P Also just because you dislike thieving doesn't mean you can disadvantage it beyond possibility :)

Unless of course you have a brilliant idea for that :)

[Also shouldn't this be in the wishlist? the engraving bit at least]
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 05:42:18 pm
[Also shouldn't this be in the wishlist? the engraving bit at least]

It not got so far to become a whish :)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 05:46:12 pm
Quote
Of course not. But i would like to see some nasty spell on crafted items, if customer wants it for a fee which could damage or kill thief.
I think you're going a little far there, how would it discern between Thieves and new owners? :P Also just because you dislike thieving doesn't mean you can disadvantage it beyond possibility :)

Unless of course you have a brilliant idea for that :)

Not brilliant, but what if ... Already are magic artefacts. For example swords could have "souls", and a spell by owner could pass over ownership to new owner by letting know the soul the change :)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 14, 2008, 05:59:21 pm
From what I heard they left the guild house unlocked... if left my house unlocked in the real world thats only inviting people to come in and take whatever they want.

I agree with Sov thats a bit unrealistic and would cause problems I can't tell you how many times I've swapped weapons from friends to guild mates and back again..I lend give and steal  stuff all the time.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Mordaan on April 14, 2008, 06:25:28 pm
Of course not. But i would like to see some nasty spell on crafted items, if customer wants it for a fee which could damage or kill thief.

Ooh, kind of like a magical lo-jack?  Something gets stolen, cast a spell, and somewhere in the distance you see a puff of smoke.   :lol:
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Earl_Listbard on April 14, 2008, 06:28:51 pm
Oh *wipes away a tear* Thieves, ah this brings back such fond memories.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 06:32:42 pm
Of course not. But i would like to see some nasty spell on crafted items, if customer wants it for a fee which could damage or kill thief.

Ooh, kind of like a magical lo-jack?  Something gets stolen, cast a spell, and somewhere in the distance you see a puff of smoke.   :lol:

Maybe that would too harsh :) But not so direct action. Lets they have some long term unluck :) In fights,mining and so :0
And magic addition could be made by priests. Or the crafter, if such spells implemented and the maker has the proper knowledge.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 06:34:34 pm

Not brilliant, but what if ... Already are magic artefacts. For example swords could have "souls", and a spell by owner could pass over ownership to new owner by letting know the soul the change :)

That would make theft of items impossible then. Please read my previous post :)

AFter pressing post I was informed another post had been made, looking at it its even more outrageous than the first :P Long term bad luck? :P
Perhaps we should leave theiving possible? :D

Ohh and @ Izzy:

lol i can't believe they would do that, ohh well, serves them right I guess :)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 06:42:38 pm
That would make theft of items impossible then. Please read my previous post :)

No, if rogue/evil mages/priest can identify and remove curse from items :)
Anyway, i am not expert, i have only level 4 in lockpicking :)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Kaityra on April 14, 2008, 06:47:18 pm
I think it is about time that something is done for the rogues and not to make their life harder. Mages, fighters and crafters all got their pretty skills ... but what about the rogues? I understand how everyone is affraid to loose something but do you really want a world bare of rogues?
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: eldoth_terevan on April 14, 2008, 06:49:29 pm
The world is hardly bare of rogues. Every other player is a rogue. More support in the future for specific rogue features based in game mechanics, but you can do rogue-like things if you hang around in game looking for opportunities.

Anyway: Sounds like an NPC based engraving skill could be used to identify items in the manner the poster suggested. Pay a fee, get an inscription engraved on your weapon for a small tria fee.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Kaityra on April 14, 2008, 06:52:31 pm
The world is hardly bare of rogues. Every other player is a rogue.

Do you mean the miner-crafter-mage-fighter-wear_heavy_armour-wield_heavy_weapon type of rogue?
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Earl_Listbard on April 14, 2008, 06:53:15 pm
The world is hardly bare of rogues. Every other player is a rogue.

Do you mean the miner-crafter-mage-fighter-wear_heavy_armour-wield_heavy_weapon type of rogue?


LOL


I approve.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 14, 2008, 06:58:17 pm
...
Anyway: Sounds like an NPC based engraving skill could be used to identify items in the manner the poster suggested. Pay a fee, get an inscription engraved on your weapon for a small tria fee.

With heavily filtered content, of course.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 07:21:36 pm
There are no classes in PS btw :D Ohh and if you mean a skill, you have to pick stuff up to be able to stealit.. and if you have to spend 15 minutes uncursing an item before you can take it.. i think the owner may notice somehow..
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 14, 2008, 07:38:18 pm
I agree thieving has gotten very hard ever sense they  did this whole guarding thing, I wish they could have a pop up that says "so and so would like to pick up your item, will you allow? YES/NO" that way if a decent RP thief walked up and RP'ed a theft then the other player would be able to continue the RP by letting them get away with the item or RP back saying they noticed and stopped it or whatever. would come in handy in other instances as well.
I'd like to point out that the guild houses come with un-pickable locks, therefore if the guild left it unlocked and the theft was IC, there is no one to blame if they can't catch the thieves at hand. Welcome to the real world. Crime happens. Perhaps everyone should check twice to make sure their houses and guild houses are locked before leaving, I know I would knowing the shady people around hydlaa...
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Kaityra on April 14, 2008, 08:42:15 pm
There are no classes in PS btw :D

Yeah, and that is exactly why we have so many jack-of-all-trades and that's why there is such a few interactions. But the term rogue is a bit of a catch-all category. Rogues can be: Thiefs, Gamblers, Burglars, Scouts, Thugs, Spies, Pickpockets, Cutthroats, Con artists, assassins, ... What has been done for any of these "professions" on the technical side of this game? That is why I say that their lifes shouldn't be made harder.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 14, 2008, 08:44:20 pm
There are no classes in PS btw :D

Yeah, and that is exactly why we have so many jack-of-all-trades and that's why there is such a few interactions. But the term rogue is a bit of a catch-all category. Rogues can be: Thiefs, Gamblers, Burglars, Scouts, Thugs, Spies, Pickpockets, Cutthroats, Con artists, assassins, ... What has been done for any of these "professions" on the technical side of this game? That is why I say that their lifes shouldn't be made harder.


/me feeds Kaityra cookies...lots and lots of cookes.

oh but you forgot swindler ;)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Earl_Listbard on April 14, 2008, 08:49:47 pm
Reading this, I am begining to think classes would be better, of course you could cross class but stuff would be harder to train... solely because there are people that have leveled everything... and are frankly...

We have a lot of these guys running around.
(http://i31.tinypic.com/11jwvw0.jpg)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 08:52:45 pm
Kaityra I totally agree with you and wasn't posting against what you said :) I very much agree us "rogues" havn't got anything mechanical at all yet, ok we have a sneaking anim. but thats hardly useful. :P

Well at least us thieves haven't!

@listbard:
Yes, most people are exactly as your image portrays
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Under the moon on April 14, 2008, 11:17:26 pm
Rogues' lives need to be both easier and harder. Easier in that they are allowed to do more things, harder in that they can get caught and punished. Oh, the twisted web we weave.

I never saw picking up something someone else dropped as in-character stealing, as you could do nothing to stop the thief.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 14, 2008, 11:34:36 pm
We always RPed the steal and gave people chance to react to it, or do something, its not like we didn't try to keep it fair :D We didnt just loot and run off to the hills :p
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 14, 2008, 11:38:09 pm
I have to admit some of the best role players I've met are Rogues, I guess that can be blamed on the lack of game mechanics to support them.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Rigwyn on April 15, 2008, 12:48:11 am
From an ooc point of view I think thieves should definitely be able to steal. The world would be boring without some chaos and turmoil.the rewards to theiving need to be balanced with risk. In rl a theif will moderate his activities in accordance with the severity of his percieved risk of being caught and punished. I would think the same for any other sort of villan.

From an ic point of view, I think getting robbed is completely unacceptable. If robbed I would want a fair chance to retaliate and recover my loss.retaliation should consist a pvp battle of some sort or perhaps calling a guard. The punishment should be worse than dk - otherwise the thief could just swipe and /die.

* Rigwyn clears his throat... Eh hemm.. I'm all for the nasty curse idea. May I suggest a curse that makes the thief turn pink and fluffy for a significant amount of time? Or perhaps one that causes oozing sores which prevent merchants from doing business with him? ... Just a thought. ( Grins )



   

Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 15, 2008, 02:15:12 am
Hmm yes I thought we were looking for helpful useful suggestions to this thread.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 15, 2008, 02:16:59 am
However from what I understand in this particular house robbery it was left unlocked and unattended there was no one there to catch the thieves and if they left no evidence how are you supposed to catch and punish them? I mean I hate to burst your nice fluffy bubble there but do actually get away with crime in the real world ;)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 15, 2008, 02:20:57 am
yes in the real world there isnt always a superskilled PL'd guard ready to login or chase you down until you die or run out of energy..

Also cursing items would have to be managed VERY well, otherwise it will simply kill off thieving, then the game will be a "prance about and dance like a fairy" game.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Waoknie on April 15, 2008, 03:08:01 am
Being it that the 'stolen'goods were attended or not, I think that all things possible to do IG have a reason to be.
Therefore if usable, if it exists either as a 'legal' way or not, it's still duable. So, if anyone takes advantage of it, it's part of the game.
It doesn't feel good to be robbed.. but then it is possible.. If it was truly to be prevented, then dropping or picking up items should be impossible (and yes, bye-bye to inv limits leaving only specifics like ores or dunnowhat to have limits).. only giving and/or trading should be. But then there are things that exist by name like the infamous 'pickpocketing' which is something I have no clue how to implement if the goal is to have an universal fairtopia Barbie(tm) world in which the path of evil is completely out of chance.
I've seen constant efforts pursuing this kind of world.. now one can drop things but they are 'guarded', for example.. to me, it seems like every step points towards elliminating some styles or ways of being.
Now, I don't like it. I think stealing or robbing or pickpocketing should still be possible and one should have better weapons in one's arsenal to deal with it. IMO it will improve the game experience for us all.
We all should be entitled to have evil or good characters and not strictly limited to RPing the situation.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 15, 2008, 03:51:40 am
(http://i232.photobucket.com/albums/ee59/Izzabella_serruuren/cooltext85752966.jpg)


So are there any leads or suspects on who robbed the Elemental light anyways?
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Raa on April 15, 2008, 04:07:02 am
It's spelled S-C-E-N-E.  :P
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 15, 2008, 04:10:07 am
Yeah...can't you read? is says that.. you need glasses?
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Earl_Listbard on April 15, 2008, 04:13:02 am
Oh please we all know who oocly did it :E


it was *CRACK!*


/me is struck dead by a sniper's bullet.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Velh Krome on April 15, 2008, 04:29:43 am
I am almost sure it was already pointed out that an item, marked with a name for any specific recipient, surely would not be wielded for anyone to notice, by a thief. Instead he would try to get rid of it, sell it. Which makes me think of the first problem: Either people wont give attention to it anyway since often items would get sold with marks on it showing other names than theirs, or there would have to be an option to again remove it..
Seriously guys.. I can hardly think of why would all this hassle be necessary. Use the mechanics for protecting your stuff properly if it comes to low ooc punches like that, or, and in general I like that even more, make up a nice plot from it and let the game keep going with one more interesting story added, instead of complaining oocly.

Hey Izzy, nice! You didnt even run the risk of having a typo with your pic - I love it! ;D
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 15, 2008, 04:34:20 am
/me coughs "okay..so it originally DID have a typo! but I fixed it! gosh! lay off!'
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Velh Krome on April 15, 2008, 04:37:17 am
* Velh blinks twice, before he shoots an infernal laughter falling off his chair *


Classic! Thats our Izzy!  \\o//

edit: Hey.. =o I only colored my text red - how did you make it that way you did? lol
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Izzabella on April 15, 2008, 04:44:30 am
lol you have to type /me :P  :offtopic:
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Maulus Octir on April 15, 2008, 04:47:57 am
Ooooh! I have an idea!

We make a curse that causes the weapon to EAT anyone but the owner! Or we coul always go with weapons that turn into Ulbers and chase you about for a bit. :lol:
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Velh Krome on April 15, 2008, 04:49:08 am
Quote from: Izzabella
lol you have to type /me
/me waves off chuckling "Naw.. I KNEW that!"

..thanks=D
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 15, 2008, 10:42:16 am
I am almost sure it was already pointed out that an item, marked with a name for any specific recipient, surely would not be wielded for anyone to notice, by a thief. Instead he would try to get rid of it, sell it. Which makes me think of the first problem: Either people wont give attention to it anyway since often items would get sold with marks on it showing other names than theirs, or there would have to be an option to again remove it..
...

Even if loot sold to NPC, as in real life there should be an option to ask about it, describing special marks or so. As in RL, you could be able to get info based on greasing, random number generating or simply kicking some teeth out :)
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: SovHed on April 15, 2008, 03:28:57 pm
ASk about items sold to NPCs? :P hehe you would be looking for a player shopkeeper, not an NPC. It would take massive amounts of space to store data about every sale... If thats what you are proposing, if not i'm afraid i don't get you.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: Velh Krome on April 15, 2008, 03:50:14 pm
Quote
Seriously guys.. I can hardly think of why would all this hassle be necessary.
citizen,
the quote above is from the same post you took yours. I guess I didnt explain enough what I mean with "hassle" to be clear (often happens to me xD), but luckily SovHed did:
Quote
It would take massive amounts of space to store data
, and I am not sure as well, if having devs-time spent into that could weigh up..say, fixing spells.
There are ways to, for example;), lock guildhouses, and soon (i wont mention that annoying trademarkwhatever note) there may be lockable chests, to just improve security.
Title: Re: Improving crafting a little (and also improve protection against thieves)
Post by: citizen on April 15, 2008, 04:09:53 pm
...
There are ways to, for example;), lock guildhouses, and soon (i wont mention that annoying trademarkwhatever note) there may be lockable chests, to just improve security.

Of course, but items already can have magical effects, so why in a world like this some curse on items (not necessarily on every ordinary ones) shold not exist? Don't get me wrong, i do not want a CCTV like police state, Great Britain is heading for.